Quote:
Originally Posted by Tiwaz
True, although I use the sewer in Crossroads quite regularly, especially when I want to remove some sniper from the Church...
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Me too, I use it every game but it's always empty. Very very rarely will I see someone down there (That's why I use it like you, to get around someone safely) so it's a little disused. It makes sense to have it in that map but in mine there's going to be other routes to take.
[quote:8d152]I like the idea of a vertical map. But too many houses with accessible rooms/windows might favour campers too much and/or yield boring gameplay? Also, complexity doesn't necessarily do the gameplay any good, I think. In contrast with Holland (SH): Too few; but that map is large, so maybe not a very good example. If it would only consist of the two squares, there should be more.[/quote:8d152]
Difficult line to walk, that. I personally think xfire is a little
too complex, but it worked out because players simplify it. With xfire it is a case of "You know that room is there and you rarely ever use it, but you know you
can use it so that's good to remember".
A lot of players avoided the dining room, the sewer, the loading bay but the clever ones could use it if they want (a bit like the sewer in Crossroads, I suppose).
This map I plan to make now? My attention to detail will be high but there will be a lot more "empty space" where rooms might otherwise have been.
Camping won't be a viable option simply because there won't be any areas that you access through only one route. If someone wants to camp they'll have to do it as a team with someone else, and I don't see anything wrong with that when I play.